More questions about Stun
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Anyone knows how big an impact the “increased stun duration” mod has on stun duration. I should probably reformulate my question : Anyone knows what is the basic stun duration ?
For instance, if the basic stun duration was 1 second, stacking 200% increased stun duration would probably add 2 seconds to the stun duration (1 + 200% x 1). However, if the basic stun duration is only 0.20 second, then the same 200% increased stun duration would only add 0.40 seconds for total stun duration of 0.6 second That information would also tell me about the required attack speed to stun-lock monsters. For instance, if the total stun duration is 1 second, I’d need to attack at least once per second to be able to stun-lock. Finally, anyone knows for sure what type of dmg (physical, elemental or chaos) can stun ? Also, can spells stuns or only physical attacks/abilities ? Why is the mechanic thread basically silent about Stuns ? Shadow : Covenant Pulser (504561) Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126) Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970) Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200) Marauder : Death Oath Staff User (498864) Last edited by Velkor#2803 on Jun 9, 2013, 3:42:59 PM
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Probably because the majority of people are focused on "zomgDPS", or just playing the game, and not on figuring out stun mechanics.
But to answer your questions (to an extent): I don't know the exact base stun duration, but it's fairly low - less than a second, I'd say, but not that much less (somewhere between your two examples) - and may in fact vary between monster types. Stun lock is certainly possible to achieve, especially when using a mace (or two) and/or playing as a marauder. Damage type does not matter for stun: only whether the amount taken off in the hit exceeds the target's "stun threshold", which is a certain - albeit unknown due to lack of testing - percentage of the target's life total. Damage-over-time effects cannot stun, though if they're applied from, say, a fireball or a viper strike, the initial hit that produces them can also stun. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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An interesting thread... like Skivverus said most people focus on DPS or OP builds, stun is not that sought after in POE, unlike other ARPGs.
And honestly I think its to its detriment. Stuns allow for a whole new way to approach combat, but they are so woefully ineffective and pointless in POE they are a waste of time. Even with a high stun chance using the best stun weapons (2h Mace) my Marauders stun ability was barely noticable by the time he reached MOC, one of POEs biggest flaws is the combat is built around speed whores who can get the highest attack speed and just spam away, there is little point for instance in picking maces over axes, they are slower do less damage and just have an innate stun bonus. Basically even using abilities which augment or give base stun chances Ive barely ever noticed it being useful. Unlike say knockback on my archer which is super powerful. Last edited by RodHull#2035 on May 7, 2012, 6:58:09 PM
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" So true. I was very interested in stun mechanic when i first met with Poe, back in 0.9.2 but from that patch till now haven't noticed any improvement i must say. At the time, i had favoured 'Stun' gem and was trying to maximize just to see how effective it would be, but i was wrong. As you said it was indeed barely noticable even after culminated. So after realizing its dullness and ineffectiveness, i for one tend to stick with dps as much as possible among many others in here. How sad only one way route is presented us. "This is too good for you, very powerful ! You want - You take"
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"350ms. "Anytime you deal damage that damage can stun. "I don't know that, but I've certainly answered these questions before somewhere on the forums, so some people are interested in the mechanic (or at least have been at some point). | |
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Stunning is still very important. There is quite a big difference when your hits stun ennemies or not in terms of how many hits you have to tank or how much time you can keep mobs away. But it might be not enough though.
There are too main issue about stun, like the others said, focusing on it doesn't seem to do much. So maybe stun mods and passives need buffs, or a higher base stun duration. The second issue is the domination of attack speed builds, it's that way partially because mob base stun threshold is too low in my opinion. If slow attack build were the only way to be able to stun certain mobs, maybe we wouldn't see those silly attack speed builds that look so ridiculous. I'd rather see stronger mobs that can be stunned for longer, it would make fightning more dynamic and stunning more important. Build of the week #2 : http://tinyurl.com/ce75gf4
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" This is probably how stun should be balanced. Stun as a mechanic is generally quite a problem... see, if you stunned them once, you can probably stun them again, and if you can constantly stun, then that's just an unfair mechanic most of the time. Solution? Probably the suggested above... balance it so that mostly only above average hits have a decent chance of stunning (2H damage pumped weapons mostly, with passive investment into stun, and sacrificed armor) allowing that build type to survive with less defense, but bigger damage outputs. Otherwise, stun is typically marginalized or OP... but not if it's the bread and butter of a particular intended build. If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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Why isn't stun duration based off the percentage of the maximum health dealt, just like freeze or chill duration? Is it too difficult to animate?
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" +1! (And put a lower threshold on burn at the same time.) |
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"Because the chance to stun is based on those things instead. Also too much variation in stun lengths makes the animations look silly. |

























